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Performance-Audiovisuelle-Et-Pratique-Du-Vjing.Web.Pdf PERFORMANCE AUDIOVISUELLE ET PRATIQUE DU VJING 1 Published : 2017-06-21 License : GPLv2+ 2 INTRODUCTION 1. PERFORMANCE AUDIOVISUELLE ET PRATIQUE DU VJING ? 2. HISTORIQUE 3. ÉCOSYSTÈME 4. PERFORMANCE AUDIOVISUELLE, PRATIQUE PROTÉIFORME 3 1. PERFORMANCE AUDIOVISUELLE ET PRATIQUE DU VJING ? Ce livre aborde les pratiques artistiques placées sous la dénomination de "performance audiovisuelle" ou de "VJing", à travers le prisme de la culture, des logiciels et matériels libres qui concourent à leur réalisation. Il débute par un propos introductif où il s'agit de replacer ces pratiques dans un contexte historique et dans leur écosystème actuel, illustré par des projets artistiques que l'on peut associer à cette dénomination. Ce livre propose également une approche concrète de ces pratiques, en apportant des ressources cognitives, logicielles et matérielles aux artistes et curieux souhaitant s'intéresser au versant libre d'une pratique qu'ils exercent peut-être déjà. Nous avons décidé de débuter par la préparation et le choix des médias et sources utilisés. En effet, avant de se lancer dans la manipulation d'images en temps réel, il est important de connaître les bases de l'image numérique, et les spécificités des sources existantes (séquence vidéo, image fixe, caméra, texte, flux vidéo en réseau, objets 3D, images génératives...). Dans une seconde section, sont abordés le traitement et la manipulation des sources, les possibilités de mélange des images, l'application d'effets, le contrôle de lecture et la composition de l'image. Il est ensuite expliqué comment contrôler les paramètres de lecture de ces sources à l'aide de périphériques, manuellement, de manière automatique ou à distance. On notera que les projets illustrant cet ouvrage mélangent joyeusement ces manières de faire. La partie suivante recense les différents supports utilisés pour la diffusion : en projection (multiprojection, mapping), sur des écrans ou téléviseurs, en streaming, ou via un enregistrement pour une utilisation ultérieure. Une section de ce livre traite plus particulièrement de quelques logiciels libres de manipulation de vidéo en temps réel et explique leur installation, leur utilisation et présente leurs spécificités. Enfin, des annexes proposent un glossaire et des ressources complémentaires pour ouvrir sur des pratiques artistiques alternatives et outils connexes. 4 Exemple de dispositif de VJing. Source : VJing, Wikipedia.org 5 2. HISTORIQUE Le terme VJing est utilisé pour décrire la performance visuelle au sens large. Le VJing se caractérise par la création ou la manipulation d'images en temps réel au moyen d'un dispositif technologique, face à un public et en combinaison avec de la musique. Le VJing s'exerce souvent lors de concerts, dans des discothèques, pendant des festivals et peut se combiner avec d'autres disciplines, devenant une performance multimédia incluant musique, comédiens et danseurs. Le terme "VJ" (Video Jockey) s'est construit en analogie au DJ (Disc Jockey), et s'est répandu au début des années 90. Le VJing réfère à la sélection et la manipulation de visuels, de la même manière que le DJing désigne la sélection et la manipulation de sons. Un des éléments clés de cette pratique est le mix de contenus issus d'une bibliothèque de médias stockés sur cassettes VHS, DVDs, disques durs, avec des flux provenant de caméras ou des visuels générés en temps réel. Le mix inclut également le traitement du matériau visuel par des effets et des transitions. ANTÉCÉDENTS Les origines du VJing remontent aux premières expériences de synesthésie1, cherchant à relier la sensation visuelle à celle du son. Cette longue filiation peut être retracée depuis la camera obscura jusqu'aux spectacles de fluides lumineux de l'ère psychédélique, en passant par le panorama et le diorama, la lanterne magique et l'orgue à couleurs. Illustration tirée de "Ars Magna Lucis et Ombrae" d'Athanasius Kircher, 1645-46. 6 Dans les clubs et boîtes de nuit des années 60, l'usage de diapositives, de "boules disco" et de projections lumineuses vise à offrir aux noctambules des expériences sensorielles novatrices. À San Francisco, les spectacles lumineux créés par des collectifs d'artistes (Joshua Light Show, Brotherhood of Light) ont accompagné des concerts du Grateful Dead, inspirés par la Beat Generation et visant à une "extension du champ de la conscience". En 1966, 9 evenings: theatre and engineering2, une série d'expérimentations collectives réunit 10 artistes et 30 ingénieurs autour de dispositifs audiovisuels et d'instruments scientifiques à destination des expressions scéniques. À la même période, le collectif Exploding Plastic Inevitable, mené par Andy Warhol, contribue à fusionner musique et visuels dans un contexte festif et hédoniste. Dans ce New York nocturne vibrant au son du Velvet Underground, la fête est considérée comme un format artistique expérimental, au sein duquel le Exploding Party Project, qui mêle danses, performances et projections 16mm, s'attache à illustrer les ambiances sonores. À la fin des années 1970, la vidéo quitte les laboratoires et studios de télévision et se rapproche de la performance musicale par l’intermédiaire de collectifs d'artistes (Videoheads, Ant Farm, Raindance Corporation). Dans le champ émergeant de la musique électronique, des groupes comme Cabaret Voltaire utilisent un équipement de montage vidéo rudimentaire pour créer des collages d'images rythmées et politisées. L'effervescence des musiques électroniques (en particulier les genres house et techno), du fait de la disparition du groupe de musiciens au profit du performer et de ses machines, offrent de nouvelles possibilités visuelles. La popularité de la chaîne MTV conduit l'industrie musicale à investir davantage dans la production de clips vidéo et de nombreux clubs diffusent ces clips afin de créer une ambiance. Parallèlement, le développement de transistors et de circuits intégrés bon marché entraîne la mise sur le marché des mixeurs incluant des effets numériques tels le Fairlight Computer Vision Instrument (connu sous l'abréviation CVI) qui sont à portée de bourse de propriétaires de boîtes de nuit, voire de VJs. L'émergence des raves techno pousse ces derniers à délaisser les nightclubs pour exercer leur art dans des soirées underground. Videonics MX-Pro 7 La combinaison de la scène rave, avec la disponibilité de produits grand public (Videonics, Panasonic) permet l'apparition de visuels lors de soirées. Toutefois, le coût de ces équipements vidéo reste encore trop élevé pour nombre d'artistes. De ce fait, l'usage de projecteurs à diapositives, de moniteurs ou de téléviseurs avec des magnétoscopes VHS et autres antiquités persiste. LES PREMIERS LOGICIELS DE VJING Le premier logiciel de VJing reconnu comme tel est Vujak, créé en 1992 sur Mac OS par l'artiste Brian Kane, à l'usage du groupe vidéo dont il fait partie, Emergency Broadcast Network. À la fin des années 90, divers logiciels font leur apparition : certains sont dédiés à l'image générative, comme MooNSTER, Aestesis, ou Advanced Visualization Studio, tandis que d'autre permettent de jouer des banques de séquences vidéo, comme Motion Dive, ArKaos, ou VJamm. Des environnements de programmation, comme Max/MSP et sa bibliothèque Nato, son pendant libre Puredata et sa bibliothèque Gem, Macromedia Director et plus tard Quartz Composer, sont utilisés pour créer des interfaces, voire des applications indépendantes comme VDMX ou pixmix. Grâce à ces logiciels, à la puissance accrue des processeurs et des cartes graphiques, les VJs sont de plus en plus nombreux à employer des ordinateurs pour leurs sets. Le début des années 2000 apporte une nouvelle dynamique dans le champ de la performance visuelle. Si la majorité des VJs travaille jusqu'ici de manière autodidacte et dans un relatif isolement, l'essor de l'Internet favorise l'apparition d'une communauté internationale nomade, et facilite grandement l'apparition de festivals et la dissémination des œuvres. On note également l'imbrication croissante de son avec la vidéo : on parle alors d'« images sonores ». MASHUP, RECYCLAGE, DÉTOURNEMENT, RÉAPPROPRIATION L'apparition de la vidéo a facilité la copie de contenus diffusés à la télévision ou de dupliquer des bandes VHS. Le VJ agit souvent à la frontière de la piraterie, du fait de ses méthodes de travail échappant à la logique du droit d'auteur. Cependant, il est indéniable qu'une tradition de copie, d'imitation et d’appropriation a toujours eu sa place dans les disciplines traditionnelles des Beaux-Arts. La transmission artistique, bâtie sur les notions d’œuvre et de chef- d’œuvre, découpe son enseignement en disciplines où les élèves copient les maîtres jusqu'au moment où ils les dépassent et deviennent maîtres à leur tour (dans le meilleur des cas). Depuis les années 1920 avec les dadaïstes, jusque dans les années 70 et 80 avec les structuralistes et post-structuralistes, la notion d'auteur a été largement critiquée, et par là même, la notion d'originalité. En 1941, avec Lambeth Walk - Nazi Style, le cinéaste Charles A. Ridley détourne Le triomphe de la volonté de Leni Riefenstahl, documentaire officiel du IIIème Reich. Considéré comme un des premiers remix politiques audiovisuels, il constitue un bel exemple de contre- propagande. Le public des films de série B et de zombies des années 70 forme une subculture qui détourne les codes de l'idéologie occidentale universaliste. 8 Marcel Duchamp, Roland Barthes et Michel Foucault ont ouvert la voie en relativisant la notion de l'auteur comme démiurge, montrant que le sens émerge de la confrontation des points de vue par le lecteur. L'auteur n'a qu'une opinion parmi d'autres sur son œuvre. Le VJ illustre cette schizophrénie entre l'écriture de l'auteur et le recyclage de fragments, surfant allègrement sur la vague des contradictions régnant entre les usages consuméristes, la revendication du bien commun, et le lobbying des industries culturelles. 1. cf. Marcella Lista, L’Œuvre d’art totale à la naissance des avant- gardes (1908-1914), CTHS - INHA, 2006 ^ 2.
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